Adventure Game Studio

AGS Support => Modules, Plugins & Tools => Topic started by: Radiant on Fri 30/06/2006 01:09:55

Title: TEMPLATE: MegaVerb GUI
Post by: Radiant on Fri 30/06/2006 01:09:55
Do you want to design a game that gives the player more options?
Do you feel restricted by the Sierra-like four-button command interface?
Do you think that even the nine-button Lucasarts layout is not enough?

Then you should try the new MegaVerb GUI.

(http://crystalshard.net/img/megaverb.png)

* Collapsible command bar allows for up to forty verbs and forty items
* Drag and drop to deposit the GUI in any screen corner
* Rearrange verbs and items on the GUI by dragging them around
* Use right mouse button as a shortcut for a 'default' verb
* Keyboard support both for selecting verbs and items
* Automatically generated standard responses
* Supports both 320x200 and 320x240 resolutions, tweakable for high res
* Comes with a free Cuppit

Download here (http://crystalshard.net/zip/MEGAVERB.ZIP) (Requires AGS v2.72 RC 2a or higher)
Title: Re: TEMPLATE: MegaVerb GUI
Post by: on Fri 30/06/2006 14:40:41
Say, does this system actually allow you to create commands like PULL s.th. BEHIND s.th?

it looks a shrewd idea but it does have some appeal to someone like me whose first gaming experience were Infocom's interactive fiction masterpieces.
A bit too much perhaps- i guess it's quite a tiresome task to provide unhandled_event lines for all possible combinations.

I'll give it a try, if only for the Cuppit  ;)
Title: Re: TEMPLATE: MegaVerb GUI
Post by: Radiant on Fri 30/06/2006 14:53:48
Quote from: Ghost on Fri 30/06/2006 14:40:41
Say, does this system actually allow you to create commands like PULL s.th. BEHIND s.th?
Yes.

Quote
A bit too much perhaps- i guess it's quite a tiresome task to provide unhandled_event lines for all possible combinations.
Ah, but you don't have to. You can set a default for "pull" to read "I cannot move it" or something, and it will automatically respond that way whenever you haven't provided a better answer. Most Lucas games work similarly.
Title: Re: TEMPLATE: MegaVerb GUI
Post by: Ali on Sun 02/07/2006 11:51:22
Just a thought. Would it be possible to define the availability of verbs based on the objects/hotspots clicked with this template?
As in Return to Zork, where you could look at everything, but could cut string and open containers.
Title: Re: TEMPLATE: MegaVerb GUI
Post by: Radiant on Mon 03/07/2006 15:06:00
With this template, not really, since it uses a verb list system (you click on a verb, then on the hotspot to activate).

What you describe is more like a verb coin system (you click on a hotspot, then a list appears and you click on the verb to activate).

Personally I don't really like verb coins, but that may be because I've played a few that were just annoying to control (click, hold, drag to a precise spot, release... argh)
Title: Re: TEMPLATE: MegaVerb GUI
Post by: BunnyMilk on Mon 03/07/2006 18:32:19
Well I downloaded it to try it out but I'm getting an error:

Error Loading Game: Inconsistent Data Files (scm)

I don't know what this means but all I did was start a new game using the template so...well...I don't know.

I use AGS v2.71.
Title: Re: TEMPLATE: MegaVerb GUI
Post by: strazer on Mon 03/07/2006 18:35:02
AGS v2.71 is the latest stable version. Radiant used a beta version to create this. You can get it here in a Technical Forum sticky.
Title: Re: TEMPLATE: MegaVerb GUI
Post by: jasonjkay on Tue 04/07/2006 14:14:12
Sounds great, i'll add it to my webpage soon.
Title: Re: TEMPLATE: MegaVerb GUI
Post by: on Tue 04/07/2006 15:25:27
It's sweet. Overwhelming at first and indeed a bit tricky to set up, but heck, it offers a lot of possibilities. neat job.

and the cuppit's cute  :D